Shader "CSRP/ScollUV"
{
    Properties
    {
        [MainTexture]   _BaseMap("Diffuse Color Map", 2D) = "white" { }
        [MainColor]     _BaseColor("Diffuse Color", Color) = (1.0, 1.0, 1.0, 1.0)
                        _ScrollDirection("UV Scrill Direction", float) = 0.0
                        _ScrollSpeed("UV Scroll Speed", float) = 1.0
        [NoScaleOffset] _FlowMap("Flow Map", 2D) = "White" { }

    }
    SubShader
    {
        Tags{
            "RenderType" = "Opaque"
        }
        pass {
            Name "Scoll UV"
            Tags { "LightMode" = "CSRP Unlit"}
            
            HLSLPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #include "Assets/CSRP/HLSL/LibraryCore.hlsl"
            #include "Assets/CSRP/Shader/ScollUVInput.hlsl"
            #include "Assets/CSRP/Shader/ScollUV.hlsl"

            ENDHLSL
        }
    }
}